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Messages - Ghost

#581
General Discussion / Re: About length in games
Sun 13/04/2014 22:14:04
Quote from: janosbiro on Sat 12/04/2014 21:48:33
But when you don't want to shoot or solve things, or at least not so many things, you rarely have the option to skip that parts. The idea is to allow a more fluid narrative for those that are not in the mood to kill a thousand ninjas/zombies/aliens/thugs/etc. or solving a series of logical problems before getting to a boss or to the next plot node, and not to butcher the story.
Ah, got you now. And I have to agree, though this is clearly dependend on the genre. Strip away all the puzzles from an adventure game, and you are left with one big "movie cutscene". Other genres may benefit from a skip option.
I remember the first System Shock, which did a very good job of allowing you to adjust the experience- you were free to set an emphasis on four segments called Puzzles, Plot, Combat, and something else that escapted my mind. You could not eleminate a category (there was always combat and no way to simply remove all enemies from the game) but you could make it extremely easy. If you wanted to sneak and hack your way through the game you were free to do so; on the other end of the scale you could make it a pure shooter where only a minimum of plot and puzzles got into your way.
If you never played it, go try it (nod)

Quote from: janosbiro on Sat 12/04/2014 21:48:33
I meant that only when I finish the game I feel free to think more critically about it, and that's what I like the most.
I knew it would be something like that! Yes. And that's something that is on my mind ever since I started to make games. The minute you take the role of a developer you start analyzing and in a way that really "ruins" gaming for you. As a mere consumer you enjoy a game in a much different way. Just a slightly different case of tvTropes Ruined My Life I guess.
#582
> call in the NEXT AUDIENCE.
#584
The Rumpus Room / Re: Happy Birthday Thread!
Sat 12/04/2014 04:21:59
A happy birthday, Atelier!
#585
General Discussion / Re: About length in games
Sat 12/04/2014 03:43:44
Length makes a nice selling argument. I can remember when Baldur's Gate 2 made a point of mentioning its way-above-average "full playing time" in every second ad. A lengthy game gives you "more value for your money" and people like that. And when the content is good and little filler is used, it's a valid point, too.

I like games that I can play for a long time because of their mechanics- I am a stickler for procedurally generated content, sandbox games and roguelikes. A single session doesn't take long but you can just keep playing the game again and again.
Blowing up a game with grinding and/or artificial limits is often a cheap tactic. But not always. Again, if a core mechanic is fun and spending some time on it is required to boost your chances to beat the game, why not?

About the "no time/short game option" thing, here I disagree. A game needs to appeal to a lot of different people and it's not the game designer's fault that some of us have jobs and real lives when there is a sizeable number of teens/pupils/filthy beatnik students who can and WILL sink several hours per day into GameX.
A game is made to raise money, yes, but it's also a creative effort. Especially indie games are, for me, games made by people who have an idealistic vision of their product and I want them to put everything into the game they feel is needed. A "short option" makes no sense there. That's like buying a book and then reading only the last few pages. You know, why read Lord of the Rings? Just read this: "World is saved by guy clutching a ring falling into a volcano." ;)

Quote from: janosbiro on Fri 11/04/2014 23:47:40
Because to me the real fun begins after I finished the game, not while playing.
This I don't get but I sense an interesting discussion there. I am absolutely sure you're not saying you dislike playing a game and are happy when it's over. Once you have finished a game, what makes the real fun for you? Discussing it, analysing it?
#586
Lemmings 2, from back when Dave called himself Psygnosis.
#587
Quote from: bicilotti on Thu 10/04/2014 20:21:11
And I demand to know where in Italy is Tabby, I want to say hello to her!

PM'd. And in return I demand you go and find a cube somewhere, and paint it a ColourWise colour, and post a pic! Come now. AGS.C.A. needs you!
#588
This just in: The average AGS hero doesn't go out much. Yes, they have all kinds of awesome adventures in space and time, they see lava rivers, get to steal newspapers and talk people to death... yes, they may even have magic, be an android or a ninja pirate or have a cool robotic buddy...
But when their game is over it's over.

Do they ever get to have a nice vacation? Do they get to meet new people?

No. And that is a shame!

Thus allow me to introduce AGS.C.A., the AGS Characters Abroad initiative. It's my goal to make people send their creations out there in as many ways as possible.

To test the principle, our very own Tabata helped me to get Pepper all the way to Italy:

[imgzoom]http://i.imgur.com/LM7zSOv.png[/imgzoom]

All it took was a sketch, a printer, and a caravan! Look how happy she is! That's a video game character enjoying a bit of a fresh breeze! She may even eat some pizza over there!

So go get creative. Become part of AGS.C.A. and send a creation of your own out there. Print-and-cut out your hero. Make a papercraft. Then put it somewhere and post a photo! Make your CHAR a CA!

Can you make AGS.C.A. happen?
#589
Quote from: Nightfable on Thu 10/04/2014 01:54:38
I feel very sad that Karen has passed away. May she rest in peace knowing that she brought wonder and magic to many.:cry::~(

A sincere farewell to her; I didn't know about her passing away.

Still, you returning to Perils is great, great news, and the game looks as gorgeous as ever (nod)
#590
Open the "Sprites" pane. You will see a folder structure containing all the project sprites.
Right-click into the pane.
From the pop-up menu, select "Import sprite from file".

Note: By default, AGS uses the top-left pixel in an imported image as the "transparent" colour, which is why you should make sure that colour is not used anywhere else in the sprite.
#591
AGS Games in Production / Re: Blue Lobe Inc.
Wed 09/04/2014 23:13:35
Quote from: Mandle on Tue 08/04/2014 14:29:59
Pleassspe bring on the Wayne'sssp World of AGSssp indie devsssp assp ssspoon as possspissple!!!

Party time, excellent ;-D
#592
Critics' Lounge / Re: Concept Art - Anatomy?
Tue 08/04/2014 08:42:50
Quote from: Andail on Tue 08/04/2014 07:11:22
The sword-dude is mostly fine anatomically speaking

Looking at the chest, I would've guessed that's a sword-lady. No offense!
#593
It has been proven that AGS games can be decompiled- especially now with the source code being open-source, it's more than likely that a compiled AGS game is no longer to be considered "save".
What you have, however, is copyright protection. As the creator of the "test application" you are the owner of its assets and code. That's a hard fact; even without a company name you have the copyright.

I do like your idea and the concept of having a "sim" provide psychological data isn't half bad; best of luck with the project. I also had to smile when I read your description: Reminded me a LOT of A Mind Forever Voyaging (an old interactive fiction game where an AI is created by having it "live" within a simulated town).
#594
Quote from: DoorKnobHandle on Mon 07/04/2014 17:30:14
Does that mean we... will... be haunted...? :)

Yes. Also QUAKED. Someone bring Quake. We'll play it while high on Joppiesaus.
#595
Boss: "So you need a whole week off? On SHORT NOTICE?"
Ghost (shaking with exitement): "Yes."
Boss: "Convice me."
Ghost (now positively vibrating): "It's my last and only hope and chance to give the man-hugs to m0ds."
Boss: "That's..."
Ghost (starting to bounce on the spot): "Also Dualnames."
Boss: "Er..."
Ghost (creating supersonic waves by now): "And Wyz."
Boss: "You're waking Those Who Live Below, man!"
Ghost: "Gimme the leave and I will stop resonating!!1111!1"

Later, in the Netherlands:
Ghost: "And that's how I got my leave."
Forumites: "Oooooooo!"

At the same time, in Germany:
Boss: "And that's how I saved the world from being eaten by Those Who Live Below."
Wife: "That's nice dear. Now come over, dinner's ready."
#596
Quote from: miguel on Sat 05/04/2014 23:59:20
In Portugal, Scandinavian actors have their testicles removed if they take Portuguese roles.

Do they have stunt doubles for that? The testicles, I mean. Admit it. You have stunt testicles over there, haven't you?
#597
Quote from: cat on Fri 04/04/2014 14:02:30
> send in the next audience
+1. Let's see whom we'll meet this time. I hope for something with a little *zing*.
#598
Don't Push The Button.
Now a major feature film (planned).


Tim Curry will play the button.
Director, no idea. But maybe Michael Bay or the Shamilyan guy. Then one with the twist endings.
The twist, you ask? You DID solve the game, right?
The twist is that there is no explosion.

Or wait, maybe Rutger Hauer can play the button. Then Tim Curry would have to play the options menu but thats okay he is a talented actor.
Or, hey.
Hey.
Wait. Better.

Noomi Rapace plays the options menu, Tim Curry plays the Countdown, I just googled and found Rutger Hauer doesn't do acting anymore, so the button could maybe by played by Arnold Schwarzenegger, who just picked up acting again.
Yes.

I'll be totally honest, personally I would prefer Vanessa Mae playing the button, Tim Curry as Vanessa Mae's stunt double, Noomi Rapace as the Countdown, Schwarzenegger as Rapace's stunt double (for the tricky split seconds), and Mimi Rogers as the options menu.

But we all know Schwarzenegger is a Large Ham and countdowns need to be played in a more subtle manner, so I'll just stop typing now.

Did Vanessa Mae ever act? Or was that Björk? How is it possible to confuse the two?
Probably the lack of sleep.

No, got it now, definitely Vanessa Mae. Björk is probably a hundred years old by now.
She COULD play the twist ending though, that's fair game.

If for some reason an animated monkey is required (I think selmiak hinted towards that in the secret level) I think this would be an awesome opportunity to make Zack Braff reprise his role from Oz The Great and Powerful. He's a surprisingly good monkey, though admittely he's just a scrub at it compared to more trained monkeys.

I think the movie will kick ass. Teaser Line: "You Didn't Push The Button, Now Don't Watch The Movie!"
#599
Quote from: Babar on Fri 04/04/2014 19:59:10
Samuel L. Jackson as Sam and...errr.....Kevin Spacey as Max? (dunno how that'd work-probably through camera trickery)

It would be interesting to say the least- I mean, COULD you make a movie based on Sam&Max without them looking like a dog and rabbit BUT maintaining their personality? That really could work.
Could work...
#600
Quote from: Iceboty V7000a on Fri 04/04/2014 06:58:55
Directed by Uwe Boll ...



On a further note, KING'S QUEST. Yes, it isn't an AGS game. But there has been a remake and that should count for something and I wanna see it. I have the popcorn right here. Sam Ramii can be director, I want Bruce Campell to make a cameo, there will be lots of modernized pop culture references, and it will be glorious.

Later someone will make a video game based on the movie based on the video game, and that one will have a tie-in novel.
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